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# Curse **Сurses** are a type of temporary debuff. Curses are split into two categories: [[Hex]]es and [[Mark]]s. ## Mechanics Curses have a limited [[duration]], but can be refreshed by applying a curse again. Monsters and maps can have modifiers that make them (or monsters inside of them, in the case of maps) hexproof or immune to curses. The total Curse Effect value can be calculated as the sum of any added Curse Effect, multiplied by the sum of all increases and reductions to Curse Effect, multiplied by all more and less Curse Effect modifiers.   *For more information about the symbols, see sum and product notation.* Curses are split into two categories: Hexes and Marks. ### Hexes Hexes are spells which apply the curse in an [[area of effect]]. Hexes have reduced effectiveness against bosses and certain unique enemies. Act and map bosses, Conquerors of the Atlas , Incursion architects, Immortal Syndicate members, Breachlords have <span class="explicitMod">33% less Hex Curse Effect</span>. Sirus, the Shaper, the Elder, and Shaper and Elder Guardians have <span class="explicitMod">66% less Hex Curse Effect</span>. Hexes can be turned into an [[aura]] by linking it with either [[Blasphemy Support]] or [[Awakened Blasphemy Support]]. Hexes can appear as modifiers on equipment and maps, which applies the Level 1 version of the curse on the specified target. Increased curse effect listed on the modifier is relative to the Level 1 version of the curse. ### Doom If the Hex was self-cast, the curse will gain Doom over time. Doom increases the effectiveness of the curse (1% per Doom). Maximum Doom is capped at 30 by default. Each Hex has its own Doom counter. ### Marks [[Mark]]s are spells which apply the curse to a single target. By default, applying a Mark to another target will expire the previous Mark debuff. Only one Mark from any source can be active at all times. Even with increased curse limit, you cannot Mark more than one enemy or apply multiple different Marks at once. ### Curse limit By default, one curse can be active at a time on a creature. While a curse is active, applying a different curse will expire the oldest curse. While multiple hexes can be stacked with increased curse limit, marks are still restricted to one target. For example, with +1 curse limit, you can have two Hexes or a Hex and a Mark on one target, but not two Marks. Curse limit can be increased with the following: - [[Whispers of Doom]] [[Occultist]]'s Malediction or [[Ascendant]]'s [[Occultist]] - [[Cospri's Will]] - A Hunter-influenced body armour with mod: <span class="explicitMod">Hunter's - You can apply an additional Curse</span> (Prefix) or a body armour with Delve drop-only prefix <span class="explicitMod">Subterranean</span> - [[Doedre's Damning]] or a [[Precursor's Emblem]] with <span class="explicitMod">You can apply an additional Curse while at maximum Power Charges</span> - [[Windscream]] or [[Windshriek]] - [[Vixen's Entrapment]] - An amulet with the <span class="explicitMod">You can apply an additional Curse</span> corrupted implicit This allows for a theoretical maximum of 10 curses on an enemy at one time. - [[Doedre's Skin]] causes socketed hexes to ignore the curse limit. - [[Sentari's Answer]] applies curses on block which ignore the curse limit. In addition, [[Self-Flagellation]] increases the maximum number of curses you can have on yourself. ### Curse priority There are a few rules when it comes to the interaction between multiple curses. - Only the last player to curse has their maximum number of curses used. Player A has a curse limit of two and Player B has a curse limit of one. Every time Player B casts a curse on an enemy after Player A, he replaces both curses because he reduces the limit from two to one. - Increasing the curse limit does not stack across players. If Players A and B both have a curse limit of two and both run two double blasphemy auras, the enemy will only suffer from the two last applied curses. - Curses applied via Blasphemy count towards the active curse limit. Curse auras also take priority over curses applied via casting, and will override those curses if they exceed the curse limit. - If multiple curses are triggered at the same time from one player, they are applied according to the trigger order. - Curse on Hit from corruption implicits are always applied after Curse On Hit Support gems. - With multiple Curse on Hit corruption implicits the trigger order might be relevant again. - With multiple Curse on Hit corruption implicits on the same item (e.g. Hands of the High Templar gloves, double-corrupted items), the earliest alphabetically-named curse has highest priority, up to the curse limit. ### Curses as map mods There are several map suffixes that cause players to be affected be a certain curse. They do not count against your curse limit, so you can be affected by one or more curses in addition to them, although they do not stack with the same curse applied by monsters. Minions are unaffected by these curses. They affect the entire area and cannot be permanently removed, although immunity to curses will suppress them while it's active. Name |Stats |IIQ |Pack Size |IIR |Spawn Weighting -|-|-|-|-|- of Elemental Weakness |<span class="explicitMod">Players are Cursed with Elemental Weakness</span> |13% |5% |8% |mid_tier_map 850 default 0 of Elemental Weakness |<span class="explicitMod">Players are Cursed with Elemental Weakness</span> |13% |5% |8% |top_tier_map 1000 default 0 of Vulnerability |<span class="explicitMod">Players are Cursed with Vulnerability</span> |13% |5% |8% |mid_tier_map 850 default 0 of Vulnerability |<span class="explicitMod">Players are Cursed with Vulnerability</span> |13% |5% |8% |top_tier_map 1000 default 0 of Enfeeblement |<span class="explicitMod">Players are Cursed with Enfeeble</span> |13% |5% |8% |mid_tier_map 850 default 0 of Enfeeblement |<span class="explicitMod">Players are Cursed with Enfeeble</span> |13% |5% |8% |top_tier_map 1000 default 0 of Temporal Chains |<span class="explicitMod">Players are Cursed with Temporal Chains</span> |13% |5% |8% |mid_tier_map 850 default 0 of Temporal Chains |<span class="explicitMod">Players are Cursed with Temporal Chains</span> |13% |5% |8% |top_tier_map 1000 default 0 ### Curse immunity As of 3.15.0, player can gain Curse immunity in the following way. This is not the same as unaffected by curse. The interaction may differ from [[curse immunity]] of the monster. - [[Consecrated Ground]] from [[Holy Flame Totem]] - [[Kiara's Determination]] - [[Gluttony of Elements]] skill from [[Blood of Corruption]] - [[Divinity]] buff from [[Garb of the Ephemeral]] - Synthesised shields with the <span class="explicitMod">Immune to Curses if Corrupted</span> implicit mod ### Unaffected by curse Unaffected by curse is not the same as curse immunity nor hexproof. This modifier can be obtained from item such as [[Atziri's Reflection]].
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